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Alchemist

 

The mixture of technology and magic can be found in few places.  One of those places is in the person of the Alchemists.  In long ago times, the Alchemist was on the cutting edge of technology.  Their ways were looked at as dangerous and experimental.  Since the age of the tinker began, the Alchemists have become looked at as less extreme.  Many have turned to the Alchemists for understanding and protection against the tinkers. 

           

The Alchemist is a master of potions, herbs, and poisons.  They use science and magic together to produce results that are unrivaled among the ranks of the wizards and the tinkers. 

           

The majority of Alchemists come from either the clergy of Tfop or from the tinkers.  They are an eclectic group that is known to support a variety of nations and causes.  Most Alchemists can be found on the Great Plateau and the surrounding lands, but they do exist elsewhere, and are known to travel to find new cities to set up shop.  Of the races, humans and gnomes are most commonly known to be Alchemists.

 

Requirements

                Alignment: any

                Base Attack Bonus: +0

                Feats: Skill Focus (Alchemy), Brew Potion

                Craft (Alchemy): 7 ranks

                Knowledge (Technology): 5 ranks

                Knowledge (Arcana): 5 ranks

 

Hit Dice: d4

 

Class Skills: Skill points at each level: 6+ Intelligence modifier.

                Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Gather Information (Cha), Knowledge (any) (Int), Profession (Wis), Use Magic Device (Cha)

 

Alchemist

Lvl

BAB

FrtSv

RfxSv

WllSv

Special

1st

+0

+2

+0

+0

+1 Casting Level; Poison Use, Alchemy without Magic

2nd

+1

+3

+0

+0

+1 Casting Level; Potion of Choice, Enhanced Potion Brewing

3rd

+1

+3

+1

+1

+1 Casting Level; Advanced Potion Brewing (4th)

4th

+2

+4

+1

+1

+1 Casting Level; Potion of Choice

5th

+2

+4

+1

+1

+1 Casting Level; Enhanced Potion Brewing

6th

+3

+5

+2

+2

+1 Casting Level; Potion of Choice, Experienced Brewer

7th

+3

+5

+2

+2

+1 Casting Level; Advanced Potion Brewing (5th)

8th

+4

+6

+2

+2

+1 Casting Level; Potion of Choice

9th

+4

+6

+3

+3

+1 Casting Level; Enhanced Potion Brewing

10th

+5

+7

+3

+3

+1 Casting Level; Potion of Choice

 

Class Features:

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+1 Casting Level: The Alchemist may choose to add a casting level to cleric, wizard, sorcerer, or bard.

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Poison Use: The Alchemist is so familiar with using poisons and other concoctions that he never risks accidentally poisoning himself.

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Alchemy without Magic: The Alchemist does not have to know the spell of the potion he is trying to create.  Through a combination of scientific and magical means, the alchemist can create any potion based on a spell of up to 3rd level.  The spell may be arcane or divine in nature.  Before he attempts to make a potion in this manner, the Alchemist must make a Knowledge (Arcana) skill check at DC 20 + the spellís level.  If he fails the check, he may try again the next day.  Potions created by this method are not magical in nature. All of the other rules to the Brew Potion feat apply.

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Potion of Choice: The Alchemist may choose one potion that he has become a specialist at making.  This potion must duplicate an effect of a spell thatís level is equal to or less than half of the Alchemistís level.  The Alchemist may brew one of these potions per day at no experience point cost, and at one-fourth of the base cost of the spellís materials.

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Enhanced Potion Brewing: The Alchemist has mastered the methods to make any potion he brews more potent.  Every time he gains this ability, the Alchemist may choose one of the following ways in which he may enhance his potions:

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Concentrated, a potion that has the same effect but is contained in one-third the amount of liquid.

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Extended Duration, a potion that had a duration doubles the amount of time that it is effective. (Example: Invisibility potion)

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Maximized Effect, a potion that does a variable amount of healing, damage, etc, does the maximum amount possible. (Example: Cure Light wounds potion)

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Two-for-One, a potion that doubles the number of uses.

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Two-in-One, a potion which has multiple effects. (Example: Invisibility and Flying)

The Alchemist must make an Alchemy skill check of DC 20 to successfully make an enhanced potion.  Failure means the materials are wasted. An unmodified roll of 1 means that the Alchemist believes he has succeeded, but there are catastrophic results for anyone who uses the potion.  Roll of the Potion Failure Table 3-15 on this page.  The cost in materials is double what it would be for making a standard potion of the given type.  The experience cost does not change. 

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Advanced Potion Brewing: The Alchemist has gained such expertise that he may now brew potions whose effects mimic the effects of higher than 3rd level spells.  The maximum level of the spell effect that can be mimicked is shown next to the ability on Table 3-14.

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Experienced Brewer: The Alchemist pays only half of the normal experience cost for any potion that he brews.

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Weapon Restriction: The Alchemist is proficient in only simple weapons.  They almost always use piercing weapons, as they are constantly working around glass.

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Armor Restriction: The Alchemist is not proficient in any type of armor.

 

Potion Failure

Roll

Result

1-2

The user of the potion takes 5d10 points of damage.  No saving throw is allowed.  Damage reduction does not apply.

3-5

The potion explodes one minute after it is completed.  Everyone in a 10 ft. radius takes 5d10 points of damage. 

6-10

The user of the potion is affected by the opposite effect that the potion intended. (One that is intended to give strength instead takes it away)

11-13

One minute after the potion is completed; it turns into an acidic cloud that has the effect of an acid fog spell.

14-15

The potion has the effect of a random potion when it is used.

16-18

The user of the potion is transformed into a random animal as if effected by a polymorph spell.

19-20

The user must make a Fortitude save at DC 20 or die.

 

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